Today I shall go over the basics of faith in 40k and no I don't mean the religious values of the different races I of course mean that ever cool mechanic unique to the adeptas sororitas.
THE BASICS
so first off how do you get faith? simple put every sister's specific HQ, seraphim squad, celestian squad, and every veteran sister superior (sergeant upgrade for all sister units) gives you a certain amount of faith points, usually about 1 point per with the hq units giving you a little more, 1 for palatines, 2 for canoness, and 3 for the living saint.
So now we have our army and we have our faith how do we use it? Well first we declare we are using a power and spend a faith point then you roll 2d6 and compare the number to the size of the squad using the power. if you succeeded the role the power goes off if you don't you still use up a faith point and can't use that power again on that specific squad in that phase.
That’s the basics now we will go over each of the powers and discuss how and when to use it
FAITH POWERS
Some the SoB have 5 faith powers they can use two of which you have to roll equal or under your squad size for and the other 3 you must roll equal or higher to succeed obviously lending the first 2 to large units and the latter 3 to small units ( oh and by the way independent characters have to roll a Ld check instead of the squad thing if they are by themselves)
Mob powers
These powers are the ones meant for big squads and they are Hand of the Emperor and Divine Guidance
HAND OF THE EMPEROR
This little power pops your squad +2 strength but drops your initiative to 1. Now this power is what is my normal answer to t5 enemies such as well any kind of biker that comes my way and charges me. frankly S3 doesn't cut it against T5 (u need 6's to wound and that is not good enough) so choosing to go last, which frankly in a lot of cases you are going to anyways, and get a chance to wound on 4+ is great. Frankly whenever you get stuck in against someone with a I6 or higher or a T5 or higher this is a good choice. also if you have a eviserator in the squad it goes from being a S6 power weapon with 2d6 armor pen to a S8 power weapon with 2d6 armor pen and the I1 draw back does not apply because you are already I1 so this works well with the emergency charge of a land raider or the needing to kill of that big'ol monstrous creature. I do not recommend this power for use against anything you can easily wound (T3 or lower) or in situations where you really want to go first obviously).
DIVINE GUIDANCE
This is probably the most flexible power you have at your disposal in my opinion. What you have here is that after you roll to hit in either the assault or shooting phase you may choose to use this power. if you do all your rolls to wound of a 6 either count as AP1 for shooting or power weapon wounds for assault, either way you deny armor saves and that’s what’s important. the nice part is that you get to choose after rolling to hit so you really save this one until you roll lots of hits, say with your dominion squad with its 4 flamers dropping all their templates to cover the same 5 man tac squad 4 times over for 20 wounds. in this example if you do so first off your doing an average of 10 wounds just in general (which is why this kind of squad is the awesome) but for every 6 you roll you basically just killed a marine since they get no armor save from the power and no cover due to template rules this makes from some killer awesomeness. This power of course works well with hand of the emperor or with the passion either giving you decent strength or high initiative power weapon-esque hits in close combat. Though I will say I never roll enough hits with my sisters to really warrant the use of this in close combat but hey if the dice gods are nice do not pass up the opportunity.
Elite Powers
These next three powers our those that your need to roll equal or over the squad size for so obviously these work best with small squads like seraphim, dominions, and whittled down battle sister squads. These powers are Spirit of the Martyr, the Passion, and Light of the Emperor.
SPIRIT OF THE MARTYR
This power is probably the one I use the most. Basically at the begging of either yours or your opponent’s shooting or assault phase you can activate this power which gives the unit using it a invuln save equal to their armor save, so basically it gives you a 3+ invuln save for those sticky situations where your girls are either being hit with serious artillery or power weapon toting assaulters. This power is pretty self explanatory the hard part of it is figuring out which units should use it when because you must choose who is going to use it at the beginning of the phase (in other words before your opponent decides to shoot or assault anything). It serves to note that if you intend to use this power that you should ask your opponent as soon as their turn starts to state when they are going to start their shooting and assault phases so that you don’t miss the chance to use the power. In close combat it is easy to tell if you want to use this power. First is your unit being or about to be assaulted and if yes is it with power weapons (or an equivalent). If no then don’t worry. If yes then you must decide whether or not it is worth attempting to keep the unit alive a little longer. Remember you can’t make an omelet without breaking some eggs. Also you can use this as a “denial” strategy to an extent in the shooting phase. If you think a unit might get shot with some low ap weapons and you don’t want them to die then obviously use this power because if your opponent still shots you got that 3+ no matter what, and if they decide not to shot that’s great too because you just scared your opponent into not even trying to shoot what may be a key part of your strategy… though they may then decide to shot another weaker target instead so watch out for that. I can also say that this power is responsible for keeping my canoness alive for more than 4 turns of close combat and has there by slowed down and mudded up a section of my opponents army all because she went from have a 2+ regular save to having a 2+ invuln which will stop just about everything that swings at her.
THE PASSION
The Passion is yet another combat enhancer power giving you a +2I (this may not be combined with hand of the emperor just so you know). I personally use this power with reckless abandon against elder guardians and imperial guardsmen letting me get the drop on then and smash them in their faces before they can respond and also against most other elder infantry since it will allow me to go at the same time as them (I5) therefore increasing their losses in close combat. I also use this all the time with my seraphim just because they have so many attacks and this pumps them to I6 making for certain they beat most MEQ to the punch (pun intended). The hardest part about this power is figuring out whether you want to use it strength of the emperor or nothing at all in close combat and only your personal play style and experience will be able to answer that
LIGHT OF THE EMPEROR
This last power is usually over looked by many. At the start of any phase you use this power and the selected unit if successful will become fearless until your next movement phase. Now there is the obvious use of it to make sure your units do not turn tail and run while under heavy fire but the thing I use it most for is regrouping. You see the SoB do not have the marine’s wonderful “and they shall have no fear” rule allowing them to regroup even under half strength, nor do they have war gear like tau bonding knives which do the same thing. Instead they have this because as stated in the WH40K book “if a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next movement phase, regardless of all normal restrictions on regrouping.” (Warhammer 40K pg 75). So basically instead of having a unit with a built in we always get to roll or an unit what can by war gear to make this possible, you have a unit that may choose to spend its built in power in this way if it has to. And frankly just based on this if your sister squad is below half strength (so we will say 4 sisters assuming a 10 sister squad) you only need a 4 on 2d6 to have them get back in there and hold that objective to win the game. And hey if your down to just the veteran sister superior then well technically she is not an independent character so she is just a squad of one meaning that she will always pass this test as well as the tests for the passion and spirit of the martyr for that matter making her one tough cookie to take out.
Well that’s pretty much all there is to using faith the rest you just have to figure out on your own, which is really just faith point management and when to use them to be the most effective. Sorry for not posting this about 2 week ago but I was kept away from the internet by real life which hopefully won’t happen again soon. Next week should either be another tau bfg post or maybe an introduction to my Imperial Guard army the Hera 57th mobile infantry.
Until next time
May the Emperor Protect.
Wednesday, September 16, 2009
Tuesday, August 25, 2009
Xeno ships spotted

OK sorry for not posting last week. i am really trying to post at least once a week just to get into a good habit in case anyone ever starts to read this. anyways i just had too many things i wanted to write about and so little time that i ended up writing nothing. any ways enough of this on to the actual post! oh and sorry for taking pics on my laptop again just have no work space these days oh well.
so i started a little fleet of ships to go with my eventual tau army i will give fluff at a later date at the time all you need know is that the big ship is called Doran'Por'Kor'O'Aloh'Yanoi Battle Fleet Gothic:
So for all of you who do not know what battle fleet gothic is it is a specialist game made by games work shop that co insides with war hammer 40k. what is is is the naval aspect of 40k and i do not mean naval as in water fairing vessels this is the future so we get space ships. now if you look into it most people have a lot of good things to say about BFG and i have to agree. it is fun and heck if your interested you can down load the rules of of GW's site and have a go at it with some pieces of paper of space marines representing your ships just to try it out.


In BFG all the major races are represented more or less and well when starting to make a fleet i decided i did not want to make a fleet one of my friends were making (eldar, and imperial navy/ space marine) so i went to the one race i love in 40k but have not really gotten to mess around with too much (though that's changing soon) the Tau. i started by collecting a few gw models and they are alright with OK rules but well they just did not look tau enough (sorry no pics of them look online if your interested) they honestly remind me of the botinay bay (from TOS star trek.. khan's ship) they are clunky and submarine-ish which is kinda tau and does fit the style they should be played but i wanted something more elegant and organic thus i turned to forge world.
The forge world models look great and are easy to assembly.. well just about everything for BFG is easy to assemble if it even needs assembly and before you say "yeah but aren't forge world models expensive?" you should know that at least at the time i ordered them they actually costed me less then the gw models so i will say that fw BFG stuff i think is usually actually well priced. also the rules for them or at least the stats are a little better (and recognized at BFG tournaments).

any ways i will talk about this again when i finish the fleet, which will be soon since i just finished 3 escorts (again sorry no pics) and will have everything i need to make my bombers and fighters by the end of this week.



May the Emperor Prote... i mean For the Greater Good!
Labels:
Battle Fleet Gothic,
painting,
Tau
Wednesday, August 12, 2009
The Living Saint

hail and well met. today we shall do a little bit of talking about Saint Celestine. Why do you ask?
Well, because i finally based the model and instead of just showing off my mediocre painting skills I figured i would all talk a little bit about this model from both a painting and tactics view.
So here we have Saint Celestine the Hieromartyr of the Palatine Crusade (or Cel for short). for all intents and purposes this has probably been my favorite metal model to paint to date. Cel has a lot of nice flat areas of armor as well as plenty of texture and a good mix of armor, cloth, skin, and doo-dads. Now I didn't really take advantage of all that open canvas that that huge suspended robe of hers has but i am sure an experienced painter could do some sick stuff on there. also i really enjoy her base, so much so that i didn't even bother to add anything to it, i just plugged it into a slot base and painted it. I think she can make a great center piece for and army and though i didn't do it here i have seen her relatively easily converted by others to give a rather unique looking HQ.
All in all i highly recommend her as a model every witch hunter player should have whether they plan to field her or not. and for any one that just likes to paint cool minis Cel is a great and rather fun choice.
Now for tactics.
STATS: Cel here has some pretty solid stats with a WS&BS of 5 (though as we will go over in a second the BS is useless). 3 wounds 3 attacks a 5I and a 10LD but an unfortunate 3 for both strength and toughness.
WAR GEAR: The Ardent Blade, Armour of Saint Katherine. now these two things are good stuff first off the ardent blade is a blessed weapon (that for all those who don't know is a master crafted ((re rolls i miss a turn)) power weapon that gives her +2 strength) making her really a strength 5 melee character and by the by can be shot as a flamer in the shooting phase (Burn the Heretic!). and the Armour gives her a +2 save and a 4+ invuln
so this stuff definitely gives her some punch and lasting power.
SPECIAL RULES: Adepta Sororitas, independent character, fearless, faithful, wings of faith, and miraculous intervention.
OK she has a butt load of things on her, 1st the standard SoB special rule giving her a "free save"" against psychic powers sent her way and down grading all force weapons to only power weapons which is great for multi wound characters such as her. you all know independent character and fearless so we'll skip those. ok faithful means that she contributes to and can use faith points which are a special set of powers that the Adeptas Sororitas can use (and that we will go over in a later post) now whats nice about her is that instead of giving you the usual 1 faith point or 2 for a HQ she puts 3 into your faith pool thats big stuff. unfortunatly the first time she dies (yes i said first time we will get to that in a second) you lose D6 faith and if that brings you below 0 faith then you can't produce anymore for the game...bummer.
Now here is a cool one, wings of faith, this lets her move as jump infantry as well as let her hit & run as per the 4th ed version not the 5th ed version as stated in their faq (basically says her hit & run works as in codex which is the 4th ed wording for it). but wait that's not all! she can also move an additional 6 inches (moving as jump infantry so ignoring terrain unless starting or ending in it) in the assault if not engaged, or with a squad and can do this the turn she deep strikes in. this makes her an incredibly fast model.
Her final rule though is what people really remember, her Miraculous intervention. this basically states that when she loses her last wound (no matter how) you make a leadership check. if she fails.. yeah shes dead..bummer. but if she passes she goes into reserves and starting during your next turn you can start rolling for her to come back. and when she can com back she must deep strike and only has one wound. further more this can happen more than once in a game. so in other words as long as you roll well Cel will always come back to help you out.
PROS: she is an incredibly fast model with a movement max of 24 inches a turn meanig she can get anywhere. she is a great melee fighter and really probably the best in the book with that WS of 5 and a standard I&S of 5 also, which with proper faith point usage can go to 7 (for either but not both at once) for a turn which is pretty great. Cel definitely goes along great with a squad of seraphim giving you a fast moving hit & run assault squad of kill. and she is relatively hardy with a 2+ save 4+ invuln and fearless all of which will help her stay in the fight which is where you want her. and since she can technically always comeback you always have something to bother your opponent with.
CONS: ok now the bad news, first she is 201 points and for that much shes a little over priced compared to some of the new special characters for IG and SM. second T3 really sucks, i mean the saves aregreat but the more you have to make the more likely you will fail, and with T3 you will have to make a lot of saves, and instant death due to strength 6 weapons is always a downer. and my biggest complaint NO FRAG GRENADES. that I5-7 is not going to do anything if you assault into cover with her, that's probably where you are going to send her so what the heck! you can fix this problem by putting her in a squad with some (seraphim come standard) but really you would think she would have something for gosh sakes!
now personally i love this unit. Cel is not in my list right now but i have used her several times in the past and she is loads of fun. she has a great mini, and pretty cool rules. if you are going to play sisters of battle and don't intend on using that silly mech style army then i suggest her and a squad of seraphim as a quick hitting troop killer squad, its points heavy but it really causes a lot of damage.
so in parting i leave you with some more pictures of her, there would be more but the pics were just not coming out right for some reason (having problem with the focus).
Next post will be either about Faith Points, Seraphim, IG/legend of war, or Tau BFG. not sure yet really depends on what pictures i take this week.




I'll clean up that green stuff on her right arm eventually...
May the Emperor Protect
Labels:
painting,
sisters of battle,
tactics,
witch hunters
Thursday, August 6, 2009
bases loaded

Ok, so today we are going to talk about basing.
First lets get this going from the begining. Why base? well the simple answer is that it looks good. just as a painted model look far superior to an unpainted one (no matter the skill of the painter) the same is true for the base. the base is a part of your model i mean what would your space marines look like if you didn't paint their bolters? they would look imcomplete right. the same is true for the base. a painted model on a unpainted base is just a little plastic or metal figure. once you paint the base i
t becomes a little unique character.As you can see from this mediocre picture of two decent models the basing adds something to the whole model. it makes it look like its on the battle field and not just sitting on your game table.
now you dont have to get all fancy with the base, though it is fun and a great way to add character to your models, you can simple just give them the look of the environment you want your forces to be in. whether it be in a forest, a hive city, a space hulk, or a desolate waste land any thing can go and most are simple enough to do.
now some important things you might want to consider when deciding on how to do your basing are the general environment, positive and negative space, focal point and complimentary color useage. now all of these are concepts that will help you make a good base and can be used by a modeler of any level to make their stuff look good (i mean I'm an average painter and modeler at best but this little concepts deffinatly help me out a lot and can probably help you too).
ok so our first concept is basic environment. now this is an easy one for most people it really just comes down to a fluff question of "where do your forces usually fight"? now with some paint schemes you can do whatever you want like big yellow imperial fists on a snow land scape. but other times you might play say a guard or tau army which use stealth and camo to their adantage so your gonna want to choose a terrain style for your base that matched your army's color scheme. like have guys in forest camo on an urban base looks kind of weird, though if maybe part of the fluffiness of your army is that they are usually jungle fighters and have been deployed improperly equiped in a urban setting thats fine and dandy just think about this stuff before hand. ok so here we see two examdddples of trying to match our paint scheme to our base.


on the left we see some SM sniper scouts with their camo-cloaks and bases painted to match what this does is show proper use of camo for them and gives us an all around nice see tieing our whole model together. now the second picture shows some IG in an urban camo design. now since there are alot of colors going on in their camo scheme (4 to be exact) we have to try and show i would say at least 2 of the colors on the base (try not to get to caried away though with the color matching because that can lead to a base that is just far too busy). so we can see that the black grey and white of their uniforms are represented in the black/white road design and the ruble at their feet. now before we talk more about color lets move on to positive and negative space.
Now for those who don't know what i mean by positive and negative space (+/- for now on) let me explain or at least sum up. in any picture or sculpture you see this concept is usually apart of it (if its good anyways lol) its really just an idea of balanceing your positive space of your subject matter (ie your model) with the negative space around it (i.e. its base, the area around it so on and so forth). when balanced right you'll have a clean attractive model. when off you'll either have a model with too much going on around it or well a empty base.


Now here we have an example of poor use of +/- space. this guy is a very short and broad model so our paoitive space is very very tight and then is we add this big hand thing (which will make an appearce some where latter on i hope) it first covers a huge chunk of the models back side and makes the whole thing a little too busy so for this guy what we really want is a rather flat base one that doesnt take up his space. like this one here.
As you can see here the model has lots of space for him self and looks far less busy which lest your focus more on him and less on his surrondings. speaking of focus lets move on to the next point we are going to talk about Focal Point.for the most part focal point is where you look first when look at a piece of art and then the "flow" of looking you do after, the goal is to get your audieance to look at one spot first and then to move from that point to the rest of the picture, or again in this case our mini. using the example picture above what do you look at first? ok now really look at that point and then just let your self flow through the mini, hopefully if i did my job right your eyes will move across the whole mini from point to point untill you look a basically the whole thing. now i dont know what your focal point on this is becasue it differs from person to person i usually focus on his head or ammo clip first and then make my way in a circle. the whole point of this is to basically get the audiance to see the whole picture an enjoy all the little details. now how does this have anything to d with basing? well you base can add points to look through on your trip through the mini I'm sure some of you eventually made your way down to the skull at his feet and then back up. and thats the point the base is there to help the viewer look around the whole mini and really look at it and its surrondings.

look at these three guys, they all have the same basic equpiment, and practically the same stance but with slightly different bases you get a whole different view of each and your eyes will see different things when looking at them. for the most part with all of them i go right for that orange but then with the first guy i go up to his face and then make my way to the feet with the second guy i see the gun first again and then get pulled down by the little metal spire and then the hand below him and then get led back up to his face and the final guy is like a counter-clockwise circle going gun, face, knee ground and up again.
for our final point we have complimentary color usage. this is just chooseing afew colors to either blend into your model or make it stand out. the camo pics earlier show the whole blending in concept pretty well just matching colors to make the base and mini feel like one thing. but we can also choose a few well placed colors that we dont see on the mini to give it a little "pazaas".


Ok check these guys out. again two models that are basically identical. heck they both event have similar base ideas but one (guy on left) uses a color on his base that mixes with the rest of him with that little bolt metal deally on the ground while the guy on the right has this little bronze bit which really just adds a whole other feel to the mini. it adds some brightness ehich is good with this rather dark color scheme and just adds a little bit of extra something. now im not say the guy oin the left is bad, i like how he came out, i'm just showing you what differance a little bit of non matching color use can do.
So in closing i hope this brought any one who read it a little incite. sorry if my writing is alittle hectic and stuff, but it is late, i'm sick, and i hate proof reading hehehe. anyways i'll work on makeing that better. and sorry for the IG heavy pics i just happen to be working on them and really trying to base them all because its the right thing to do.
anyways remember a unfinished base is like a baseball field with a tarp on it..

It's just no fun =).
(had to do it the one time i go to a base ball game in like 10 years and it rains so i took a pics.. stupid mets)
Emperor Protect
Sunday, July 26, 2009
So Why the Witch Hunters
Ok so you may be asking yourself, "Why did this guy decide to play that army?" Well to be frank it all started with fluff. you see as i was starting to get into the hobby (a friend of mine and at the time room mate) was getting into the hobby of 40k and well I said to my self that looks cool and people have been trying to get me into it on and off for years but i guess the camel's back finally broke so i said lets do this.so i picked up some space marines ya know 'cause their cool. i painted them up (as blood ravens by the by) and while doing this thought i really like these guys but i don't know if they are the army for me. so i looked at some stuff on GW and other places and found out about the inquisition. now these guys are the awesome is what i thought and i looked into it more and said to my self i really like the witch hunter inquisitor model i'll do that army, and as you can see above that is my first inquisitor Inq. Allastar Low whom is also my forst conversion by the by with his giant rhino storm bolter in his left hand.
Any ways, i got into it and also saw the Adeptus Sororitas, or sisters of battle as they are more better known, and saw that these gals deffinatly kick some ass. i mean storm trooper stats and space marine equipment plus special powers for only one point more than a storm trooper (this was the old imperial guard stormtrooper im talking about by the by ya know that 10pt dudes with hellguns and targeters) i'm sold!
So i started the army and quickly found out a few things. First though sisters can bring the hurt they are a close range army and they are NOT sapce marines. i found that the duribilty of the SM comes not only from his 3+ armor save but also and more inportantly his T4. Second i hate painting metal, since the witchhunters are entierly metal this was a long ordeal especially at the points where i wanted to do some conversions (for special weapons and the like). and Third painting white also sucks. i love my sisters and they look great ( to me anyways) but i swear i will never paint a nother white primary army nor an army more that 30% metal again.
other than this stuff witch hunters rock. now my current list, which has only gone to torney once (and finished some where in the middle of the pack) is all sistes of battle (SoB for now on 'cause i hate typing the whole thing out). the reason for this is even though i love my inquisitors i wanted to make the strongest list i could from just the straight Witch Hunter codex and i felt pure SoB was the way to go. at 1750pts i had 3 troops 3 heavy support 2 fast attack and a awesome HQ and a total of 8 faith points. eventually i will make my inquisitors cool lists of their own ( which i have several planned) but for now my sisters are my go to list for all my 40k needs.
ok so next stuff above is my Saint Celestine for my Sob order, which i have dubbed the Order of the Penetant Light. anyways sorry for the meh pic and the unfinished base ( ill finish it eventually) any ways just wanted to show you her before we get to the next section.So besides the WH haveing cool fluff with all their protecting the imperium of man from its self stuff they also offer other cool things. first off inquisitors are cool very fluffy and full of conversion potential. so if you like just making cool models inqusitors and their retinues are the way to go. here i have two inquisitors i've made the left one is the classic witch hunter inq but i changed his inferno pistol into a storm bolter, and the other is a silly idea i had of a kinda gunsliger inq which is a tech priest body with a plasma pistol AND a inferno pistol and his back back (which you cant see was made from a SM missle bit from a troop box). you can really kit these guys out to have whatever you want them to and make them as crazy cool looking as you want its fun stuff =).

also assassins are grat looking to and some of my favorite elite choices in the game. for game play SoB are great. first like i said earlier they have great basic set up with BS4 bolters and power armor, plus they have a built in "psychic hood" which is cool which not only lets you negate enemy psychic powers but also makes force weapons less effective. and faith point kick butt, they have totally saved my skin many atime i mean giving a whole squad invuln saves for a pahse is a life saver and so is pumping to S5 or I5 for a turn is great too. they also can have waaaaay to much melta and flamer which is very very nice =). next the amry can recruit other imperial armies so if you already have guard deamon hunters or SM your can add these guys in to them or vice versa. and the last pro i give is only a minor one and that is most people have NO IDEA what you can do, i know in casual games with your friends thats not going to help but most times and random pick up games with strangers and in some low level tourny stuff alot of people have never played against the SoB so they will have no idea what you can do.
on the con side if you want to know like i said WH is basically allllll metal. and metal models are a big turn off to most people in my experiance. second like i said before they are a very short range army (12-24 inch efective range for the most part) so they need to get close and well they can not handel the assault too well.
well i think i've blathered enough for one post. I think i'll talk about my current list and all that in the next post and put up some pics of things actually in my army right now and not just stuff i think looks cool. and i'll work my my pics my only camera right now is my phone so its not the greatest and i probably whouldnt be taking pics with my computer screen in the background throwing out evil back lighting... oh well live and learn.
Until next time, May the Emperor Protect.
Labels:
fluff,
inquisition,
sisters of battle,
witch hunters
Wednesday, July 22, 2009
Hello and Greetings to you all.
this is Ordo Hereticus which is a miniature war gaming themed blog. here i will go over the basics that i'm sure any one who frequents these kinds of blogs will be use to ( army lists, painting, tactics, battle reports and the like).
i will be focusing mostly on warhammer 40k but i will eventually do some stuff for other games as i get in to them (expect some battle fleet gothic and maybe some war hammer fanatsy in the future.)
OK moving on i am relativly new member of the 40k world having been playing for almost 2 years now. my primary army as the name of this blog suggests is the Witch Hunters. Whom are awesome and if you say other wise i will bure you with holy promethium like the heretic you are. heh just kidding any critisim is always welcome here as long as it has fair backing. so no "you suck loser" i'd much rather "you suck loser beccause...".
anyways i go on so this is the first post i am working on my primary army in like 3 differnt list types (i will have pics soon enough of them) and also some tau dudes (cause the greater good is well great!) and some space marines 'cause like every one makes some of them evetually, and i'm working on a Imperial guard army ( because who doesnt like watching wave after wave of their own men die) which is actually for something called 'Legends of War" which i'm participating in with Keeper of the fortress and Helios Raven. you can read about it more on their blogs and i'll talk about it more eventually.
well this has gone on for far too long so then fare well and may the Emperor protect.
this is Ordo Hereticus which is a miniature war gaming themed blog. here i will go over the basics that i'm sure any one who frequents these kinds of blogs will be use to ( army lists, painting, tactics, battle reports and the like).
i will be focusing mostly on warhammer 40k but i will eventually do some stuff for other games as i get in to them (expect some battle fleet gothic and maybe some war hammer fanatsy in the future.)
OK moving on i am relativly new member of the 40k world having been playing for almost 2 years now. my primary army as the name of this blog suggests is the Witch Hunters. Whom are awesome and if you say other wise i will bure you with holy promethium like the heretic you are. heh just kidding any critisim is always welcome here as long as it has fair backing. so no "you suck loser" i'd much rather "you suck loser beccause...".
anyways i go on so this is the first post i am working on my primary army in like 3 differnt list types (i will have pics soon enough of them) and also some tau dudes (cause the greater good is well great!) and some space marines 'cause like every one makes some of them evetually, and i'm working on a Imperial guard army ( because who doesnt like watching wave after wave of their own men die) which is actually for something called 'Legends of War" which i'm participating in with Keeper of the fortress and Helios Raven. you can read about it more on their blogs and i'll talk about it more eventually.
well this has gone on for far too long so then fare well and may the Emperor protect.
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